[b]Overpopulation is a bad thing everywhere. In a recently (as in only a few 1oo years ago) settled continent where medicine and magic caused the masses to live healthier and longer but birth control was unheard of until recently, the few cities have become a nightmare to live in. [/b]

When humans, gnomes, halflings, dwarfs, orcs, gnolls, kobolds, goblinoids, lizardmen, and a few elves arrived on the continent they called New Light, they thought they had escaped overpopulation for a few 1000 years. They hoped to spread all over the continent, deal with the dangers, adapt to the environment and, eventually, adapt the environment to them as their people had done on other continents. But they had not counted on the ingenious population.

The fey folk, feline Mrrengar tribes, the musteloid Nehgie clans and the rat-like Nezumi nations were prepared for the new arrivals. As they could not make them turn back nor had the desire to kill them, they allowed each of the 10 races their own small area to settle, plus 3 areas where those who preferred to mix with other races could go. The native races, governed by a druid circle, wrongly thought that the new settlers would use their resources well and govern their own numbers. But nothing of the sort happened. Not only did they multiply as they used to, those settlements reachable by ship received more settlers from their home continent over time.

The settlements developed into giant cities barely controllable by their governments and full of intrigues and crime. against the wishes of the druid circle, some large roads were build to allow for better trade. A few smaller villages and strongholds, illegal outposts in the eyes of the druids, appeared as well. The first skirmishes between the New Nations, as they now called themselves, and the Old Nations happened, and eventually, it came to wars, and the New Nations also started squabbling among each other again.

A few decades ago, the Nezumi vanished almost over night. While the other native races were in uproar over it, the New Nations took it as a sign of their gods to claim the whole land. The exploration of the continent has thus started in all seriousness, and capable adventurers to do the task and root out the ever present ancient evil in the process are always welcome.

Campaign specific changes and restrictions:

Playable races are all the new settler races except the goblinoids. Drow and Duergar exist only as elves and dwarfs warped by evil and are thus not an option in this campaign.

Halflings in this campaign are more like Hobbits except that they do have a lot of people wanting to adventure at least once in their lives.

Clerics do not use bladed weapons other than knives and daggers, a habit they adapted from the local priests of various nature deities.

Elves are usually rather removed from their nature loving roots, although there is a "back to nature" movement.

This particular campaign consists of some of the greatest modules ever printed for D&D including the original Slave Lord modules (A1-A4), Against the Giants (G1-G3), Descent into the Depths of the Earth (D1-D2), Vault of he Drow (D3), and Q1 (Queen of the Demonweb Pits). Along the way we use several other classic modules to "fill in the gaps" between levels and plot; The Lost City (B4), Castle Amber (X2), White Plume Mountain (S2), and to end the campaign The Tomb of Horrors (S1).

The characters are a diverse group of individuals whom have all been thrown together by fate.

Hailing from different regions within the Kingdom of Keoland our heroes will forge a strong friendship in the face of adversity.

Our campaign begins with individual stories setting up each of the character's backgrounds and the individual reasons that find them in the port city of Gradsul aboard the merchant vessel "The Midnight Moon".

The heroes consist of;

- Gell Raith and Dench Barkfist: Identical twin Half-Orcs raised in a temple of Heironeous. Gell is a rogue who follows the ways of the god Dalt while his brother Dench is a monk who follows the teachings of Heironeous.

- Wildberry: A Human (Rhennee) rogue worshiper of the goddess Geshtai. Wildberry was lost due to her own hyper-activeness. She left the group to explore on her own in the Lost City and fell prey to a room trap and was drowned / suffocated when the room filled with sand.

- Andoven Shortankard: Rock Gnome illusionist and worshiper of Garl Glitterold. Andoven was lost when he went off to find Wildberry. He was never found and is thought to have fallen to the hallucinogenic food-stuff of the local Cynidicean people native to the Lost City.

- Dunesbeer Hammersmith: A Human fighter who follows the mighty god Kord. At first thought killed by poisoned food in Castle Amber his spirit was reunited with his body. He has stayed behind to rally the Keolandish people into battling the forces of the Slave Lords.

- Tharyl Angudrim Malrah: Wood Elf ranger whose religious loyalty is divided between Ehlonna and Kurell. After being turned to stone in Castle Amber the statue that was once his body was shattered into dust leaving no body for his spirit to return to after the events of Castle Amber came to a close.

- Maglynn Tavain Ariali: Wood Elf druidess of Obad-Hi. She was murdered by an orc assassin in a temple of Gruumsh while battling the Slave Lords.

- Brewhop Palelager: Mountain Dwarf cleric of the god Pelor. He was murdered by an orc assassin in a temple of Gruumsh while battling the Slave Lords.

- Rion and Leilani Laethala,High Elf wizard and bard worshipers of Boccob were murdered by an orc assassin in a temple of Gruumsh while battling the Slave Lords.

- Raitheos Moonshadow: Half-Elf wizard (evoker) loyal to the teachings of the god of magic, Boccob Last seen being carried off by a bloody and enraged carnivorous ape at the Stockade of the Slave Lords.

You can follow the on-going adventures of these characters at our Facebook page... https://www.facebook.com/groups/nycdnd/

Fate is a web, each decision is a choice between strands, those who see the future can follow these starnds and may divine the most likely outcome. However every few centuries the future of the world rests on a one great event and that event will be shaped lies in the hands of a few special individuals. The paths of fate all converge into these crux-points and beyond them the future is black.

Kelistin. The city of portals. Heart of the Empire. Where merchants from across the planes brought their wares to the world of mortals. Where airships and wind galleons and lighting railcars arrived and departed from dawn to dusk. Where artificers and magewrights built things only dreamed of in more remote lands. And it was from there there out heroes had set out from on their way to their next adventure.

Shakespeare said, "All the world is a stage, the men and women merely players."

Homebrew Setting:
This is a magic infusion, early technology, fantasy world. The particular technological age is deliberately set at the late Iron Age moving into the Golden Age of Discovery so that the non-combat related actions of the characters have a direct effect on political, social, and technological development.

- Races / Character Description -
All characters should be humanoid, meaning 2 arms and 2 legs. No tails, wings, feathers, or scales at inception, of a relative height from 4' to 8', with general earth tone coloration (melaninic) or yellow to reddish (caratenoic) or some hue from black to white (chromatic). Star Wars has its own diversity. The people of this world are more uniform.

- Classes / Levels -
In a beginning adventure to a beginning campaign. The term beginner is important. Classes are only relevant to the players own vocabulary and archetypal design not to the playable mechanics of this system. Diversity is pliable to all, free of penalty. Beginning age of characters should be late adolescent to early adult for relative plausibility.

- Equipment / Money -
As per the introduction, the technological age is late iron. This is important to starting gear. Suits of armor have never even been heard of, much less seen. Metal weaponry does, of course, exist but it is general and simple. Rapiers and katanas and such are yet to be designed, waiting on character input and alloy component discovery. Some indigenous peoples are still using weaponry made of stone or bone.

All characters may begin with a simple melee weapon no larger than a longsword or single-blade fighting axe and/or a simple bow (long or short) with 20 arrows. If choosing knives, small swords, or hand axes, a character may begin with 2. Clothing should be homespun, wool, or cotton, no armor yet. Shields or bucklers are small and will be made of wood or hide.

The base currency is a medium sized coin made of tin that has various names from the 4 cities where it is minted but the same value. All characters are considered to have acquired 20 coins at the start of play. This is more than adequate. You will see.

System:
This may come across as strange, but the system of origin for your character is irrelevant. I can use whatever stats you already have to relate them to what is important to keep track of development through play. Everyone has a favorite archetype or character. The question is can you take it and develop it through your own ability to play it, outside the rigid parameters of a gaming system? Where would you take it if the next step were entirely up to you?

Technical Mechanics are based on percentile and advancement is a point-buy system.

A group open to anyone interested in the Spelljammer Campaign Setting from TSR. The group is open to all, including people playing with the original 2nd edition rules and those who are converting Spelljammer to other rules systems.

Brand new AR game, track, capture, sell and trade creatures in our real world. Travel around your city to unveil a new world of adventure and collect them all!
Visit real landmarks and explore the possibilities within an alternate reality.

Brand new AR game, track, capture, sell and trade creatures in our real world. Travel around your city to unveil a new world of adventure and collect them all!
Visit real landmarks and explore the possibilities within an alternate reality.

Towering directly over your head is an ragged and imposing drill sergeant in his fifties. His tidily worn fatigues mock his appearance and presence: his leathery, scarred face wrinkles a hundred times over and he spits as he talks. Looking directly into your eye, into your soul, he yells,
"This is where all V.Z.E.F. recruits come to learn how to survive the madness of the apocalyptic world.
Report here to gear up and to find out how, when and where you will be stationed!
Check back to take on new missions (if available) and to meet other recruits.
If this is where it all ends, then this is where it all begins. Soooooound GOOD?!"

Ok, but seriously...

This is just a place to get started before you even know what's going on.
Some won't know what D&D is let alone table top role playing games, let alone what this site is for.
Some of you won't have a character yet, some will. Either way, if you're new you're in the right place.

- making friends
- any kind of general conversation (out of character)
- learning about what Dungeons & Dragons is and how to play
- deciding what type of game and character you want to play
- choosing a group you wish to play with (unless you are playing solo)

Finally, and I really shouldn't have to mention this, but...

Please be respectful, even if you can't be kind.
No racism, no sexism, basically... if it end in ism and you're unsure, don't post it.
No erotic fantasy talk (in character or out of character) unless you're in a forum/thread that states you can.
Keep the profanity to a minimum. If you're going to use it, use it right.
No nudity!

My name is Marshall Peterson, and I am, and have been working on on an RPG for a year now called Graelbane, set in a fantasy universe I created.

I have decided to set up a group and invite strangers to play for two reasons. For one, the people I personally know have been playing with me for a while now, and I could use some fresh blood to play with. Secondly, I need new people to test the RPG, and bring different perspectives to it.

I do expect a few things from people who play with me.

I expect anyone who plays with me is Mature. Maturity is subjective, I will not set up some arbitrary age requirement, but if you find that you have been told in the past that you cannot be mature, then this group is not for you.

I expect anyone who plays with me is Kind. Sometimes RPGs can get heated. We care about our characters, about the story, about our party, and when things go wrong, often people get upset, and that is expected, but I also expect us all to keep in mind that it is a game, and it should not compromise the way we treat each other.

I expect anyone who plays with me is Focused. I love table talk, and I enjoy goofy stuff while we play, but I also expect that when it is time to focus (during combat, during dialogue, etc.) that you do so.

As far as the type of Campaign I run: I pride myself on attempting to give the players as much agency as possible, so sometimes I will put rails in front of the players, but they don't need to ride them. I generally run a very political campaign, with multiple factions competing for dominance, and I hope, but do not expect, for the players to engage with these factions. I tend to value role play in my games, and am a huge fan of dialogue, whether between PCs or a PC and an NPC. I do have combat in my games of course, but I also try to reward my players for avoiding combat as well. In fact, often I make combat encounters very difficult, so that the players realize sometimes it is smarter to resolve things peacefully.

Currently there is no schedule for sessions, but one will be created as soon as at least 3 players have joined the group.

Shakespeare said, "All the world is a stage, the men and women merely players."

Homebrew Setting:
This is a magic infusion, early technology, fantasy world. The particular technological age is deliberately set at the late Iron Age moving into the Golden Age of Discovery so that the non-combat related actions of the characters have a direct effect on political, social, and technological development.

- Races / Character Description -
All characters should be humanoid, meaning 2 arms and 2 legs. No tails, wings, feathers, or scales at inception, of a relative height from 4' to 8', with general earth tone coloration (melaninic) or yellow to reddish (caratenoic) or some hue from black to white (chromatic). Star Wars has its own diversity. The people of this world are more uniform.

- Classes / Levels -
In a beginning adventure to a beginning campaign. The term beginner is important. Classes are only relevant to the players own vocabulary and archetypal design not to the playable mechanics of this system. Diversity is pliable to all, free of penalty. Beginning age of characters should be late adolescent to early adult for relative plausibility.

- Equipment / Money -
As per the introduction, the technological age is late iron. This is important to starting gear. Suits of armor have never even been heard of, much less seen. Metal weaponry does, of course, exist but it is general and simple. Rapiers and katanas and such are yet to be designed, waiting on character input and alloy component discovery. Some indigenous peoples are still using weaponry made of stone or bone.

All characters may begin with a simple melee weapon no larger than a longsword or single-blade fighting axe and/or a simple bow (long or short) with 20 arrows. If choosing knives, small swords, or hand axes, a character may begin with 2. Clothing should be homespun, wool, or cotton, no armor yet. Shields or bucklers are small and will be made of wood or hide.

The base currency is a medium sized coin made of tin that has various names from the 4 cities where it is minted but the same value. All characters are considered to have acquired 20 coins at the start of play. This is more than adequate. You will see.

System:
This may come across as strange, but the system of origin for your character is irrelevant. I can use whatever stats you already have to relate them to what is important to keep track of development through play. Everyone has a favorite archetype or character. The question is can you take it and develop it through your own ability to play it, outside the rigid parameters of a gaming system? Where would you take it if the next step were entirely up to you?

Technical Mechanics are based on percentile and advancement is a point-buy system.

I have always wanted to play D&D in the setting of Legends, the 1994 Magic the gathering expansion. The names and lands and lore got me hooked in the best way. And Im making the setting. It's taking some hard work, but fun and unimaginable fun ojnce it finished. Anyone ever have similar thoughts?